i guess i have to post now.. if you really want to test me
1. go into super slow motion.
2. fred fires a bullet on bob, bob is shooting the wall.
3. bob flinches while shooting.
4. fred's bullet that tagged him hasn't left his gun's muzzle yet.
5. the bullet tracer leaves the muzzle and approaches bob.
bulletception? that is not realistic.
oh i forgot to add, when you get hit, you still have a reaction which would take about .1 seconds for you to flinch. in this game, the reaction is instantaneous. take that, realism.

You wont need to control the random bullet, but you need to ignore it. That 1 random bullet breaks the focus of a player controlling his recoil. If players learn to maintain their focus even though they get aim-punched, then they have another skill..

Thats why some pro players from 1.6 cant play csgo in their style. I mean tapping ofc and you should know that is based on aiming skills of player. So game give an advance to players who not aim perfectly to head but only for strafing and pre firing players. I dont want a realistick game but game witch can be playable.

I don`t understand why flinched recoil drives bullet way below target... What is this based on anyway? In 1.6 when shot bullets go slightly above from where they are supposed to hit normally. Why is it backwards in csgo?

I hate games were success is depending (on a nearly same skill level) on how much luck you have... And this is how CS:GO feels with all those wasd- or chickenrunningarround-players...

This aimpunch together with this tagging completly ruin this game.

Even so BOTH components cant be really predicted or handled cause they both were totally random...

Sometimes if I hit an enemy with ak he keep running without any stun/slow, but when I got hit by an glock in my left footh toe Im slow like an crippled 100 years old man...

Same happens to this aimpunch where I get 1 glockhit and my crosshair goes like nowhere OVER the target. Next hit and its right, left or above the target... Otherwise sometimes I cant notice any aimpunch... Thats just ridiculous and not how an game should feel which wants to get on an competetive level...

And @ all those kids who flame the recoil:

Learn it god damn it... Its not random, freaky, dumb or -insertanyotherflamehere-... -.-
Its okay, it feels good (if its accurate) and theres no need to change it only because some 1.6 players cry hole the time...

If youre good and willing to handle it, you will learn it. Otherwise you should quit the game...

Just asking - wasn't aim punch and tagging something that valve added as the cs1.6 community complained about it not being in csgo?
Atleast I remember an update where tagging was introduced due to feedback and all of you were like "hell yeah, finally!!!"

there was no jumping people died with one-two bullets still more real than cs and i never said anything about multiplayer i said rainbow six games are considered more realistic and if you think about it if cs games were realistic,it would be boring and games would end so fast,counterstrike has evolved into a e-sport game and game mechanics should allow more skill ceiling and not just being real for the sake of realism.

It might be what started its popularity, but not what kept it alive for this decade.
Cs will be destroyed if it will go towards realism.
*Sound play would be destroyed, because unless there is direct open path to target, sound will reach your ears through ricochets, making it too hard to pinpoint direction, let alone position.
*grenades would be OP, flash grenades would keep blind for entire round, HE would kill instantly, smoke grenades indoors would fill up everything. Molotolovs would make players to fall in agony, jumping out of flames and rolling over to put out flames.
*One hit and players would be in agony, rolling over for destroyed desticles, unable to hold weapon when arms is shot,etc.

I think there are 2 points against this kind of realism, the first is that the core of Source engine is very old, would need something like CryENGINE for make this right (imagine people crying with low FPS ...), the second is the AO ESRB, that realistic violence is rated +18 ESRB. Being +18 ESRB the game is not sold in many stores.

People wanted to add a first person punch. But i cant remember that they wanted a increase a recoil. It works perfect in 1.6 where recoil increase after hs. Now most of good aimers cant compete with a strafe-sprayers. Sad. Now you dont need to train your aim soo DM will be empty.